this gets it to the point it compiles
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@@ -57,6 +57,8 @@
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var/burst_spread = 0 //Spread induced by the gun itself during burst fire per iteration. Only checked if spread is 0.
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var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.
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var/inaccuracy_modifier = 1
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var/semicd = 0 //cooldown handler
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var/dual_wield_spread = 24 //additional spread when dual wielding
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lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
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@@ -15,6 +15,11 @@
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fire_sound = "sound/weapons/gunshot_smg_alt.ogg"
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mag_type = /obj/item/ammo_box/magazine/smgm9mm
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pin = null
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burst_size = 1
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/obj/item/gun/ballistic/automatic/proto/Initialize()
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. = ..()
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AddComponent(/datum/component/automatic_fire, 0.2 SECONDS)
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/obj/item/gun/ballistic/automatic/proto/unrestricted
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pin = /obj/item/firing_pin
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@@ -309,16 +314,15 @@
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actions_types = list()
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spread = 7
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pin = /obj/item/firing_pin/implant/pindicate
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automatic_burst_overlay = FALSE
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var/cover_open = FALSE
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/obj/item/gun/ballistic/automatic/l6_saw/Initialize()
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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AddComponent(/datum/component/automatic_fire, 0.2 SECONDS)
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/obj/item/gun/ballistic/automatic/l6_saw/unrestricted
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pin = /obj/item/firing_pin
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/obj/item/gun/ballistic/automatic/l6_saw/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/automatic_fire, 0.2 SECONDS)
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/obj/item/gun/ballistic/automatic/l6_saw/examine(mob/user)
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. = ..()
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if(cover_open && magazine)
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